5 ms·
Ray-triangle intersection is a very small part of the overall problem. Surface shading is considerably expensive, and raytracing makes it worse as you don't hav
by Jasper_ 8y ago
Ray-triangle intersection is a very small part of the overall problem. Surface shading is considerably expensive, and raytracing makes it worse as you don't have any coherent materials or texture access like you did in rasterization. NVIDIA's model also makes it difficult to sort rays by material.
- dragontamer 8y ago> Ray-triangle intersection is a very small part of the overall problem. Its a small part, but a very memory-latency part of the problem. GPUs typically are very bad at memory-latency. Dedicated units would be able to traverse the BVH tree far more efficiently than a typical GPU shader design. The BVH Tree is your typical tree, pointer-chasing on a GPU is way slower than on a CPU, especially with something like the BVH tree which is far larger than can fit in a cache. A typical shader would just be stuck waiting for memory, while RTX Cores can likely process a ton of them in parallel. Hard to say for sure: NVidia didn't say how its RTX Cores work at the assembly level. But it isn't hard to imagine dedicated units that are more efficient than a typical design.